My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Good
Versatility
Godly!
F2P score
Godly!

2 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

Warning No way to deal with the opponent's pump!

When your opponent plays Elixir collector, you have to be able to react accordingly or you're letting him accumulate elixir and then use it against you.

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No medium or high-damage spell.

It is good to have one medium or high-damage spell in your deck. You can use it to finish opponent's tower or against units clumped together. Consider adding one of these:

Let's fix it!

Let's fix it!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Fire Spirit Minions Musketeer

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Missing

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Royal Giant Musketeer

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Royal Giant

Damage spells

Spells in your deck. Having at least one or two is recommended.

Zap The Log

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Royal Giant Elite Barbarians

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Missing

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Fire Spirit Royal Giant Elite Barbarians

King Tower activation – careful!

Cards that can activate your opponent's king tower when pulled with tornado, placed incorrectly or just countered in a specific way.

Elite Barbarians

Swarms & Bait

Bait cards

If you have multiple cards that are countered by the same spell, you can play one card to bait the spell, then you can safely play the other card(s).

Tornado
Minions Royal Giant Elite Barbarians Guards
Giant Snowball
Fire Spirit Minions Musketeer Guards
Zap
Fire Spirit Minions Royal Giant Guards
Barbarian Barrel
Fire Spirit Elite Barbarians Musketeer Guards
The Log
Fire Spirit Royal Giant Elite Barbarians Musketeer Guards
Earthquake
Guards
Arrows
Fire Spirit Minions Guards
Royal Delivery
Fire Spirit Minions Elite Barbarians Musketeer Guards
Fireball
Minions Elite Barbarians Musketeer
Poison
Minions Musketeer Guards
Lightning
Elite Barbarians Musketeer
Rocket
Elite Barbarians Musketeer

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap The Log

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

Level-independent

Cards that are good even on lower level. Their key stats are not influenced by the level too much and no key interactions are level-dependent.

Fire Spirit Guards

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Royal Giant Elite Barbarians

Weak when underleveled

Cards that are particularly weak if you have them on lower level. Their key interactions with some cards are changed when they are level or two below the other card.

Fire Spirit Minions Musketeer

Free-to-play score

For a quick orientation about how easy it is to level up the deck for free-to-play players. The more epics and legendaries it contains, the lower the score.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Fire Spirit Zap The Log Minions Guards Musketeer Royal Giant Elite Barbarians

Shortest cycle

Cheapest 4 cards in the deck to see the cycle potential.

8 Fire Spirit Zap The Log Minions

Attack Synergies 3 15

Synergy means that these cards work well when played together. They complement each other to make the attacks or defenses more effective. Dimmed cards mean the synergy is not so effective.

Fire Spirit
Royal Giant Zap Elite Barbarians
Zap
Elite Barbarians Fire Spirit Minions Royal Giant Musketeer Guards The Log
Minions
Royal Giant Zap Elite Barbarians
Royal Giant
Fire Spirit Minions Zap Elite Barbarians Musketeer Guards The Log
Elite Barbarians
Zap Fire Spirit Minions Royal Giant The Log
Musketeer
Zap Royal Giant The Log
Guards
Zap Royal Giant The Log
The Log
Zap Royal Giant Elite Barbarians Musketeer Guards

Defense Synergies 2 11

Fire Spirit
Zap The Log
Zap
Fire Spirit Minions Elite Barbarians Musketeer Guards The Log
Minions
Zap Musketeer The Log
Royal Giant
Elite Barbarians
Zap The Log
Musketeer
Guards The Log Zap Minions
Guards
Musketeer Zap The Log
The Log
Musketeer Fire Spirit Zap Minions Elite Barbarians Guards

Counters

Dimmed cards mean that the counters are only partially effective.

Counters to win conditions

Cards that can defend the main threats your opponent can play.

Zap Minions Musketeer The Log
Elite Barbarians Zap Minions Musketeer The Log
Fire Spirit Minions Elite Barbarians Musketeer
Elite Barbarians Minions Musketeer Guards
Elite Barbarians The Log
The Log Fire Spirit Zap Minions Musketeer Guards
Minions Musketeer Fire Spirit Zap
Zap Musketeer The Log
Minions Elite Barbarians Musketeer
Elite Barbarians Guards Fire Spirit Musketeer
Minions Guards Zap Musketeer The Log
Minions Musketeer Zap
Fire Spirit Zap Minions Elite Barbarians Musketeer Guards The Log
Fire Spirit Zap Minions Guards The Log
Elite Barbarians
Zap Elite Barbarians The Log
Minions Elite Barbarians Musketeer
Fire Spirit Zap Minions Elite Barbarians Musketeer Guards The Log
Zap The Log Fire Spirit Minions Musketeer Guards
Elite Barbarians Musketeer
Fire Spirit Minions Elite Barbarians Musketeer Guards The Log

Counters to secondary win conditions

Despite not considered win conditions, these cards need to be defended as well.

Guards Zap Elite Barbarians
Zap Elite Barbarians Musketeer The Log
Guards Zap Minions Elite Barbarians Musketeer The Log
Guards Zap Elite Barbarians Musketeer The Log
Elite Barbarians Musketeer Guards
Fire Spirit Zap Minions Musketeer
Guards Minions Elite Barbarians Musketeer
Elite Barbarians
Zap Minions Elite Barbarians The Log
Musketeer Guards
Minions Elite Barbarians Musketeer Guards
Zap Elite Barbarians Guards The Log
Elite Barbarians Guards
Musketeer
Elite Barbarians Guards Zap Minions Musketeer The Log
Minions Zap Elite Barbarians Musketeer The Log

Counters to defenses

How well your cards can counter all the possible defending cards of your opponent. (Only counters to dangerous defending units are listed.)

Musketeer Guards The Log
Zap Musketeer The Log
The Log
Musketeer Guards The Log
Fire Spirit Zap The Log
Fire Spirit Zap Minions Musketeer
Fire Spirit Musketeer The Log
The Log Fire Spirit Zap
The Log Zap
Fire Spirit Minions Elite Barbarians Musketeer Guards
Zap Musketeer The Log
Fire Spirit Zap Musketeer
Fire Spirit Elite Barbarians Musketeer The Log
Minions Musketeer
Zap Elite Barbarians Musketeer The Log
Zap Musketeer The Log
Musketeer The Log
Minions
Fire Spirit Zap Musketeer The Log
Fire Spirit Zap The Log
Minions Musketeer The Log
Musketeer The Log
Zap Musketeer The Log
Zap The Log Fire Spirit
The Log Zap Musketeer
Zap Musketeer The Log
Zap Musketeer The Log
Elite Barbarians Fire Spirit Zap Musketeer
Zap Minions Musketeer Guards
Elite Barbarians
Zap Musketeer The Log
Zap
The Log
Zap Fire Spirit Minions Musketeer Guards
Fire Spirit Zap Musketeer
The Log
Musketeer
The Log Zap Musketeer
Zap
Elite Barbarians Musketeer
Zap Minions Elite Barbarians Musketeer Guards The Log
Zap Musketeer
Zap Musketeer The Log

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